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arc1tec4
2024-12-11 14:31:54 -07:00
committed by GitHub
parent d7b1440917
commit 82cbb6c73a
2 changed files with 89 additions and 3 deletions

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@@ -1,6 +1,41 @@
#title SetSpriteVisible [RCBasic Doc] #title SetSpriteVisible [RCBasic Doc]
#header Sub SetSpriteVisible(sprite, flag) #header Function SetSpriteVisible(sprite, flag)
Sets whether the sprite is visible Set the sprite visible with the flAG
#ref SpriteIsVisible #code
isFullScreen = false
vSync = true
winWidth = 640
winHeight = 480
canViewPortX = 0
canViewPortY = 0
OpenWindow("SetSpriteVisible", winWidth, winHeight, isFullScreen, vSync)
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
Canvas(sCanvas)
DIM eye
DIM eyeW
DIM eyeH
DIM spriteTimer : spriteTimer = Timer()
DIM spriteTimerDiff : spriteTimerDiff = 2000
eye = LoadImage("theEye.png")
GetImageSize(eye, eyeW, eyeH)
eyeSprite = CreateSprite(eye, eyeW, eyeH)
SetSpritePosition(eyeSprite, 100, 100)
While Not Key(K_ESCAPE)
If Timer() - spriteTimer > spriteTimerDiff Then
SetSpriteVisible(eyeSprite, 0) 'Set sprite visible flag to 0 or false and it will become not visible
Print ("Function Called")
End If
Update()
Wend
#/code
#image "images/theEye.png"
#ref SetSpriteVisible

View File

@@ -5,5 +5,56 @@ Sets the drawing priority for sprites.
Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top Note: Sprites with a higher Z order are drawn first and those with lower values will be drawn on top
#code
isFullScreen = false
vSync = true
winWidth = 640
winHeight = 480
canViewPortX = 0
canViewPortY = 0
OpenWindow("ScaleSprite", winWidth, winHeight, isFullScreen, vSync)
sCanvas = OpenCanvasSpriteLayer(canViewPortX, canViewPortY, winWidth, winHeight)
Canvas(sCanvas)
DIM eye
DIM eyeW
DIM eyeH
DIM sword
DIM swordW
DIM swordH
ReleaseKey = 0
eye = LoadImage("theEye.png")
GetImageSize(eye, eyeW, eyeH)
sword = LoadImage("sword.png")
GetImageSize(sword, swordW, swordH)
eyeSprite = CreateSprite(eye, eyeW, eyeH)
SetSpritePosition(eyeSprite, 100, 100)
SetSpriteZ(eyeSprite, 1)
swordSprite = CreateSprite(sword, swordW, swordH)
SetSpritePosition(swordSprite, 89, 75)
SetSpriteZ(swordSprite, 5)
While Not Key(K_ESCAPE)
If Key(K_SPACE) And ReleaseKey = 0 Then
SetSpriteZ(eyeSprite, 10) 'This will cause the eye to be drawn behind the sword
ReleaseKey = 1
ElseIf Not Key(K_UP) And Not Key(K_DOWN) And ReleaseKey = 1 then
ReleaseKey = 0
End If
Update()
Wend
#/code
#image "images/theEye.png"
#image "images/sword.png"
#ref SpriteZ #ref SpriteZ